fix in URDF loading: apply visual transform locally, not after compensating for inertia transform.
add option in COLLADA loading to specify client up axis (so that if client=Z and COLLADA =Z, upAxisTransform is identity, while if client=Y and COLLADA=Y, upAxisTransform is identity etc)
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@@ -29,7 +29,8 @@ void LoadMeshFromCollada(const char* relativeFileName,
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btAlignedObjectArray<GLInstanceGraphicsShape>& visualShapes,
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btAlignedObjectArray<ColladaGraphicsInstance>& visualShapeInstances,
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btTransform& upAxisTrans,
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float& unitMeterScaling);
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float& unitMeterScaling,
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int clientUpAxis);
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//#define COMPARE_WITH_ASSIMP
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#ifdef COMPARE_WITH_ASSIMP
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